Shanosuke's Souls of Lost Aridia (Inactive)

Game Master Shanosuke


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Okay Ladies and Gentlemen. This is a Homebrew campaign I have built and refined over course of many months. I like this one and am curious to see how you all handle a whole new campaign. Just to toot my own horn a bit, I have over 12 years experience creating and GMing a variety of different games, and campaigns. Most of the campaigns I run people in are ones I create myself and have had good feedback on. Also I am well versed at working with other players. This will be my first PBP on Paizo.com but I have run games on other message boards in the past. Please read the Backstory, It will tell you how to apply.

Aridia Backstory:
The Lost Land of Aridia
The legends say that hidden somewhere in the Savarie desert is a utopia, a paradise land, and oasis called Aridia. The people who have supposedly returned from this place had talked about its beauty and its vastness. Though these people were half mad due to weeks spent wandering such a hostile environment such as the Savarie desert. This desert is even larger in comparison the Sahara. The only evidence is that all the survivors call the place by name, Aridia. One other piece of evidence made it back as well, this item is the strange jewel with an unfamiliar emblem on it, one survivor had brought it back, but unlike the others who could only speak of the lands beauty, this man could only speak of the danger. He died before people could make sense of his strange warnings.
There was a surge of expeditions all of a sudden. The expedition went into the deeper unexplored parts of the desert. These expeditions seldom returned. Those that did return within the first few years reported no findings. But a few more years later, some of the missing members of various expeditions returned with the same beauty loving madness of many of the others that came before.
This meant something was out there and there were still many who did not yet wish to give up the search. An elf name Yalandere gathered a caravan in which you (The Players) will apart. For your own reasons you joined this expedition into the vast desert. Maybe this was an opportunity to make some good money, or a chance to discover that which has yet to be, maybe you are running from the law and this is a convenient way to get out of the country, or simply you are looking for adventure. Whatever the reason behind your decision, you are here now. However, you have not been accepted to join the caravan yet. They are looking for four to six more members to join and you have to turn in your application to the caravan master and convince him that you are essential to this expedition. There is a lot of competition so make it good.

Ok this is an epic campaign which means that the dice will be rolled 2d6 + 6 and you will be allowed 7 scores and discard the lowest.

I will be using rules from the Core Rulebook(duh) the APG, bestiaries I and II, the Ultimate Magic, The Inner Sea World Guide and the Adventurer’s Armory Pathfinder Companion. (Phew that’s a lot of stuff) No playtests

Starting Gold is rolled for your class. Two traits, I have a list of campaign traits for this campaign, you must select one of those.

You can be any player character race found in the rulebook and bestiaries I and II with the exception of the Drow Noble.

What I need from you is your character’s stat block, and a roleplay interview with the caravan master. Be sure to include why you are right for the caravan, why you’ve joined(Traits help with this one) and your past experience. Also include your personality and appearance as well.

The most convincing applications will be accepted. Be sure to keep an eye on other applicants class choices, as I will be building a diverse party. The more unique the class, the better your chances of getting hired. Race also helps as I am not usually fond of building parties consisting of all humans or other clusters of races. However, the interview is how you truly convince me. I may take two fighters, or two sorcerers if they both have a compelling interview. Now The caravan leaves Monday next week and the recruitment booth closes Saturday evening. If the caravan finds all the people it needs before then, the recruitment booth might close sooner. So good luck to everyone, and trust me, this campaign will be fun.

Campaign Traits:

Mercenary Recruit: You as a mercenary with a real interest in this particular excursion. They pay will likely be real good, if you survive that is. They have selected you as the right tool for the job, as long as the job involves killing any trouble. You are trained as a guard and have skill in spoting enemies and keeping them from attacking your wards. Benefits: You gain a +1 on attacks of opportunity and a +1 to perception. Perception is always a class skill for you.

Lost Loved One: Your interest in this expedition is a real personal one. You had a loved on in one of the previous expeditions and they have not returned. You fear the worst but you feel you must also try and find them. This expedition is your chance. You have trained well in tracking, observing and gathering information. Benefit: You gain a +1 on survival checks made to track, a +1 to all perception checks, and a +1 to diplomacy checks to gather information. One of these is a class skill for you.

Merchant: You see the possibility that there me be individuals in this land who would be interested in doing business and trading their valuables for your wares. You’ve heard that a survivor or two had brought back unique and valuable pieces of jewelry. Despite the danger, you believe there has to be profit to be made out there. You start with 500gp in goods. Goods can be anything but all 500gp must be spent or you loose the difference. You also gain a +1 to appraise. Appraise is always a class skill for you.

Scholar: Aridia is a chance to learn something new and you are always interesting in learning new things. Who knows what exists out in that desert, what knowledges there are to be had. It is an opportunity you feel you can’t afford to miss. You are well learned and gain a lot out of learning. Benefit: You take an additional Knowledge skill (Your Choice) as a class skill. In addition, when you gain XP for learning something new, (ex, you learn the meaning behind a symbol or the an important piece of history or the customs of the people.) you gain an addition 10% bonus.

Aridiaologist: Much like the scholars that flock to the caravan, you too see Aridia as a chance to learn something. Though it isn’t simply to learn something new, it is more to see if what you learned is true. Since the appearance of the first few explorers more than ten years ago, you’ve been running around questioning as many of them as you could. You wrote down all the unique terms and connected many puzzles and asked many meaningful questions trying to learn about Aridia before you even go there. Now it’s time to test what you’ve learned and he how close your research came. Benefit: You gain all the Knowledge skills as class skills as well as Linguistics and Appraise. You gain a +1 bonus to any of these made to gain information about anything in Aridia. Prerequisite: You must start with an Intelligence score of 16 or higher to take this trait. In addition, every level, for your first 10 levels you must put at least two skill points into your knowledge skills.

Hunted: You’ve wronged someone in some way or your running from the law. Either way, you are being track and you don’t want to be found. The caravan into a dangerous desert seems risky but at this point you have little choice. Your pursuers are on to you and you wont be able to get out of the area except through the dessert. You have managed to survive this long without being discovered. Travelling with others my help. Benefit: You gain a +1 to Bluff, Disguise, and stealth. One of these is always a class skill for you. You have an additional 250gp starting gold you had acquired before fleeing.

Adventurer: You are here for a different reason than all the others Your reasons for coming are your own to disclose. Maybe you are on a journey of renewal, self-discovery, or an odd sense of curiosity, or you are simply adventurous. You have are a talented individual. You gain one additional class skill of your choosing and every time you level, you gain one additional hit point and skill point.


Mark me down as interested.

Currently thinking of a Cavalier with a Camel as his mount. Will put something up after I narrow down my thoughts.

On the interview - is that something that will be RP'ed against yourself as the caravan master?

Oh - and dice:
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18

So 18, 13, 13, 13, 12, 12

Grand Lodge

I'm interested, busy atm, but will write up a background and statblock tonight.

2d6 + 6 ⇒ (2, 1) + 6 = 92d6 + 6 ⇒ (5, 2) + 6 = 132d6 + 6 ⇒ (3, 6) + 6 = 152d6 + 6 ⇒ (5, 2) + 6 = 132d6 + 6 ⇒ (1, 5) + 6 = 122d6 + 6 ⇒ (4, 2) + 6 = 122d6 + 6 ⇒ (1, 2) + 6 = 9

The dice, they hate me, oh wells, 9,12,12,13,13,15.


Glad to see some interest. As far as the interview is concerned, I am the caravan master and you are the applicant. I do this because I like quality role play and it is fun to read for sure. Also it will aid me in my decision as to who will join the campaign.

Here's how the interview works, You basically tell me why you'd be useful to the caravan. If I have any questions, I will ask. If you have any questions, please ask. I just want to see an example of your character. It should be fun. Its almost like the game has already begun.

I enjoy this stuff way to much :-)

Sovereign Court

I'm intrested will do my rolls now and post a background a little later..

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13


A lithe figure steps into the tent, dressed in loose black cloth and wearing a tagelmust around his head. Cold blue-grey eyes peer out from between the eye-slit left uncovered. At his side hangs a two handed blade.

"I hear you're in the market for caravan guards?" He unwraps the headscarf to reveal his full face. His features are plain enough, except for the wicked scar that tracks down the length of his jaw on his right cheek. "I've just became available, and you'd be a fool not to take me on. I am Mus'ad"

Gold Roll: 5d6 ⇒ (3, 1, 2, 1, 4) = 11 - blerg, 110gp don't buy much...

Background:
Born into a group of elven nomads who roam the desert as though bedouin, Mus'ad had a hard but worthy childhood. Just before he came of age his tribe was attacked by gnolls and almost wiped out. Only he and a young camel were left alive.
Scraping together what he could from the ruin of his home, he recuperated and set forth.
He luckily caught work as a caravan guard for a man desperate enough to take on someone so poorly experienced. Over the past couple of years he has found work as a caravan guard, forming a close bond with his camel (Al Gasreed) and become an experienced warrior.

Crunchy Bits:
Elven Cavalier (Order of the Cockatrice)
Str: 18, Dex: 15, Con: 10, Int: 14, Wis: 13, Cha: 13
Skills: Handle Animal, Perception, Profession (Caravan Guard), Ride, Sense Motive, Survival.
Traits: Mercenary Recruit, TBC
Racial Variant: Desert Runner
Still have some stuff to iron out and will do so and launch a profile later tonight.


Stats:

2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 6) + 6 = 17


Gold

3d6 ⇒ (3, 1, 6) = 10


Lyric shuffled his feet awkwardly and ran his hand back through his shaggy blond shoulder length hair while waiting for Yalandere to look up and acknowledge his presence. He hadn't been waiting long, but had the feeling that the elven caravan master was testing him. He focused on his breathing and centered himself, before he began to speak.

"Sir I am here to sign on to the cara...

Without looking up from the ledger he was writing in, Yalendere raises his righta hand in a gesture that Lyric understood as being meant to silence him. He quieted himself and begin to daydream while waiting. His mind skimmed over the past four months and how much his life has changed in such a short time.

Memory: He heard his mother and father get up and move around their small house in the middle of the night. Then he heard the loud banging again that had initially awoken him from sleep. He jumped out of bed and grabbed the small mace that his father had been teaching him to use to defend himself when necessary. When he opened the door to his room he smelled smoke and ran toward his parents room. There he saw 4 ogres and a human male in leather armor and a long black hooded cloak. Then everything started happening very quickly. The intruders killed Lyric's parents and then turned on him. As they approached lyric fell to the ground and burst into tears. He remembers crying out for help and almost immediately feeling calmer. He opened his eyes to see the ogre who had been approaching him standing over him with a battle axe looking confused.

The human in the cloak barks, "Come along. The child is obviously either protected by magic or magic himself. Never fear he will die in the fire. The intruders began to shuffle out and were pouring what lyric could only guess was oil. As soon as they were out of sight. He began crawling toward his parents. He had no idea how he had scared away the ogre with the axe and he had no plan for how to save his parents. It was then that Lyric noticed that he was radiating a golden blond aura. He panicked and realized flames had began to run up the wall.

Lyric realized that he had missed something that Yalendare had said. When he snapped of the reflection he realized that the caravan master was looking confused and waiting on him to talk. He began to speak slowly attempting to not show how nervous he was or how much he needed this job. Lyric said, "I am here to sign on. I think you will find me very useful. I am not afraid of work sir. I can cook and I can heal people. I am a good cook and a great healer. I will work for very little. I need this job. How can convince you to take me on as your cook and healer?"

Background:

The only child of two parents who choose to serve the church of Saranrae. Unknown to his mother and him his father had been gambling beyond his means. The intrusion and burning down of the house had awakened some sort of connection for him with what he understood to be the life force that animates the universe. Lyric believes that he is being haunted by his parents and that life has chosen him to carry the ability to heal others in order to make up for the mistakes that he made. He is determined to help as many people as possible hoping to end his haunting and find some sort of stability. He is running out of the money he saved from his parent's house and knows he needs this job.

Information:

Aasimar Oracle of Life

Str.12
Dex. 15
Con.15
Int.13
Wis.15
Cha. 19

Traits: Adventurer


Oooh I'm liking this.

Rolls now. work on character in a bit.

The Dice:

2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16

13,13,13,13,14,16
Not too shabby!


Wealth:
5d6 ⇒ (2, 3, 1, 6, 5) = 17
170gp


This is the Cavalier proposal of Mark Sweetman. Only thing left to finalize is the gear.

Mus'ad continues "I grew up amongst the dunes and have spent two years in escort of caravans much like your own. I speak four tongues and my eyes are as good in twilight as they are when the sun is at it's zenith. I bring my own arms and steed. Surely you cannot find a better offer than that."

The Order of the Cockatrice is all about self-promotion and glory - though in the context of this game I'd play that as focus on guaranteeing the paycheck. So he will be as focused as anyone to ensuring the caravan survives.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

I'd like to put my hat in, for an elven desert ranger, all dervish-like.

Rolls:
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10

So, 15,15,14,13,12,10, a respectable array.

Wealth: 3d6 ⇒ (1, 3, 4) = 8


Wall of text, sorry!

A lone figure picked his way slowly through the streets, past the merchants and traders. Trailing behind him was a pack mule loaded down with various sacks, packs, and tools. Indeed, he looks like many of the others until he passes by. You could then see that his feet are much larger than they should be, and under his voluminous wrappings lies a large avian beak! He kept his face, and beak, buried in his chest while he wove between the flow of foot traffic, but his bright, searching eyes darted back and forth across the road, seeming to take everything in.

His meanderings ultimately led him to stand next to one caravan while he fiddled with his mule's straps. He patiently waited while the last would-be adventurer held his all-to-short interview. "I'm tellin ya's. I can fight! I'm gonna make somethin of meself! Ya needs me!" the beligerant man shouted. After being turned away, the caravan agent uttered a long sigh as he scratched through a name on the parchment in front of him.

"You still need a trapper, right?" the cloaked figure called out.

The startled caravan agent nearly scratched a hole in the paper before him. "Pardon me? What? Who are you?"
"Jivaji Varesh. A trapper. You still need one."
The agent, clearly annoyed now, turned toward Jivaji then, finally noticing the large and menacing beak and bright, darting eyes.
"A trapper? Why would I need a trapper?"

The bird-man cackled softly. "Heh-heh-heh... Do you have anyone that can stalk the night itself and prey on the predators of the desert? Someone to protect the wagons and camels at night before they are attacked? Someone who can find food and water where there is none to be had in the unforgiving Savarie?"

The caravan agent slowly crossed his arms as he sighed his long sigh again. "Mmm. And if we are beset by roving marauders or a pack of predatory beasts?"

Jivaji's eyes brightened visibly as he threw back his flowing cloak. A scabbard hung at his left hip that reached half-way between his knee and the ground. On the other hip hung a light crossbow camouflaged with sand and brown grass sticking out at many angles. The large sword slid out of the scabbard with ease in Jivaji's hand in a quick, fluid motion. His other hand returns from behind his back with a worn but sturdy buckler. Jivaji set his sword humming through the air in a series of short, agile strikes against an imaginary enemy. His final 'attack' ended in a heavy downward slice that stopped just shy of the dust on the ground.

"I can handle myself" he said as he stood up to slide his bastard sword back into its home.

Jivaji approaches the agent calmly and serenely, as he was before. "I understand you are to make your decision in three days. I will return then."

It was the agent's turn to be amused. "Ok, so tell me... Jivaji you said?... why would a tengu 'trapper' want to leave his life behind? Do you grow tired of the city? Hmm? Or is someone ...looking for you?"

Jivaji turned back once more, slowly, but with regret in his eyes "The city holds nothing for me anymore. I am leaving that life behind, and I have trained very hard to do so. And no, no one will come looking for me, as far as I know."

Shanosuke:
This character was also submitted for a Legacy of Fire campaign just a couple days ago, but was not selected. The city listed as Jivaji's hometown is Katapesh, but can be changed to any nearby large city, if you already have one? Also he is completely built out, info in the profile.


Rolls:

2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12

Dropping the nine, will post start of interview in a second.

Which faith in your world looks for self-perfection, Shanosuke?


this looks very interesting.

Let us consult the oracle.
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12

Wow...
18 16 15 13 12 10

Pondering...

Oh hmmmm the scholar and aridiologist traits are very nice but they don't seem to offer much to the more academic classes. Imagine a bard or wizard taking them, they already have all the skills so they do not get much yet the same cannot be said for the fighter taking the Merc trait. Not complaining, just thinking.


Poor Wandering One wrote:

this looks very interesting.

Let us consult the oracle.
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12

Nice!


Poor Wandering One wrote:

this looks very interesting.

Oh hmmmm the scholar and aridiologist traits are very nice but they don't seem to offer much to the more academic classes. Imagine a bard or wizard taking them, they already have all the skills so they do not get much yet the same cannot be said for the fighter taking the Merc trait. Not complaining, just thinking.

I dunno, the Scholar seems to be very beneficial to either a bard OR a wizard. It's the xp bump that makes it worth it.

And Adventurer works well for anyone :)


Gruuuu wrote:
Poor Wandering One wrote:

this looks very interesting.

Oh hmmmm the scholar and aridiologist traits are very nice but they don't seem to offer much to the more academic classes. Imagine a bard or wizard taking them, they already have all the skills so they do not get much yet the same cannot be said for the fighter taking the Merc trait. Not complaining, just thinking.

I dunno, the Scholar seems to be very beneficial to either a bard OR a wizard. It's the xp bump that makes it worth it.

And Adventurer works well for anyone :)

True very true.


Like I could resist trying to join this and bug the pants off my favorite DM. Well that and I see some of my friends have already posted *waves to caffeine-addict and roidrage* we're like stalking each other guys.

2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 3) + 6 = 12

Dropping one of the 10s. I'm thinking either fighter or rogue and I'm not sure on race yet but I'll have a stat block up as soon as I figure out race and build him. Would you be opposed to me playing an Orc. They are listed as a playable race here which is based off entries in the bestiaries.

Grand Lodge

OK, here's what I've come up with, it's rather late now so I haven't put together an equipment list sorry, and I'll have to recheck the stats to make sure I haven't missed anything.

Alone in the peace of the desert sits a man in deep meditation, his legs crossed, his eyes closed, his sack placed on the ground besides him. The small breeze gently whips the sand across him, and unless you knew what you were looking for you would barely see him against the backdrop. His name is Mhykir, and he is an Oread, a human whos ancestry includes an earth elemental. His face is shallow and as pale as the sand, his features carved out like worn sandstone, his short hair protruding like the rocks on a beach.

Shortly he stirs, his prophetic vision finished, standing he picks up his sack and starts his treck to a caravan due for Aridia, the face of the man he must speak to still clear in his mind...
Days pass, and finally he arrives, limping he makes his way slowely, but with the patience of one who knows his destiny is not in his hands, to the caravan.

Seeing Yalandere, he makes his way over and bows, leaning heavily on his staff, 'My name is Mhykir, and I have seen in a vision that you are readying for a journy to Aridia. I am but a humble traveller in service to the gods, and although I know not what I must do I would gladly offer you my services. I can call upon the gods favour and blessing for you and your caravan, and give aid in whatever trials you may face.' After all this he stands quietly, waiting for the Caravan owners response...

Stat block:

Mhykir Millan
Male Oread Oracle 1
NG Medium Humanoid (Oread)
Init +1; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 13, touch 11, flat-footed 12.
hp 9 (1d8+ 1 Con)
Fort +1, Ref +1, Will +2
--------------------
OFFENSE
--------------------

Spd 15 ft (Oracle Curse, lame: -5 to spd)

Revelation:
Shard Explosion, once per day he can cause jagged pieces of stone to explode from his body dealing 1d6 piercing damage to anyone within a 10ft burst, reflex to half, and the terrain around is then difficult until his next turn.

Oracle Spells known:
4x0, Create Water, Detect Magic, Detect Poison, Guidance
2x1, Entropic Shield, Divine Favour

Oracle: All Cure spells he is capable of casting as per his lvl.

Oread spell like ability; Magic Stone 1/day.
--------------------
STATISTICS
--------------------
Str 14(2), Dex 13(1), Con 13(1), Int 12(1), Wis 11(0), Cha 13(1)

Base Atk 0; CMB 2; CMD 13

Feats: Prophetic Visionary

Traits: Adventurer (Knowledge Geography), Devotee of the Green (Knowledge Nature as a class skill, and plus one to that and Geography)

Skills: Acrobatics +1, Appraise +1, Bluff +1, Climb +2, Diplomacy 5, Disguise +1, Escape Artist +1, Intimidate +1, Knowledge Geography 6, Knowledge Nature +1, Knowledge Planes 5, Knowledge Religion 5, Ride +1, Sense Motive 4, Spellcraft 5, Survival 4, Swim +2

Languages: Common, Terran, Ignan

Gold: 76.8GP

Combat Gear:
Sling + 1 (1d4+2 20/x2, 50' range, B, 20 bullets)
Cestus +2 (1d4+2 19-20/X2, B or P)
Morningstar +2 (1d8+2 20/x2, B or P)
Quarterstaff +2 (1d6/1d6, 20x2, B)
Leather Armor

Other Gear: to come...

Background and Description:

Mhykir was born crippled, his mother dying in childbirth. His father raised him as best he could, but because of his differences he spent most of his early years hidden from his peers, his limp, and looks, netting him much bullying.

As he grew, he started to dream strange dreams, calling him to a much larger destiny. At first he dismissed them, but they persisted, growing more vivid. Eventually in his early 20's, he parted ways with his father and set out a pilgrim, trying to find the destiny the gods had in mind for him.

In looks he is 5'11", his skin the colour of the dunes, dry and cracked from the desert heat. His face is shallow, his features like they were carved from sandstone, his hair, if it can be called that, looks like short ochre outcrops of rock. His voice is deep and gentle, and he walks with a strong limp in his right leg.


Okay after reading the post so far, it is apparent I need to clear up a few things.

First: Yalandere is the man funding and leading the expedition. The caravan master is a no name NPC whom has many assistants. This means you, the applicant, can tell the story of the interview how you want. The master and his assistance are non biased. They only care about what benefit your character brings to the table. The players will not get to meet Yalandere directly. Not yet anyways

Second: Any class can take merchant. Some benefit more in various ways, a fighter can be assumed to try to sell goods that he has experience with. Who better to tell you about a nice sword than a fighter. Plus that means versatility. He can sell stuff and he can beat you with the stuff he sells.

Third: The Academic traits. I can see the point made so I will make a slight alteration

Revised academic traits:
Scholar: Aridia is a chance to learn something new and you are always interesting in learning new things. Who knows what exists out in that desert, what knowledges there are to be had. It is an opportunity you feel you can’t afford to miss. You are well learned and gain a lot out of learning. Benefit: You take an additional Knowledge skill (Your Choice) as a class skill. you gain a +1 bonus to any check made using that skill. If you already have all the knowledge skills, you gain a +3 to any single knowledge skill instead In addition, when you gain XP for learning something new, (ex, you learn the meaning behind a symbol or the an important piece of history or the customs of the people.) you gain an addition 10% bonus.

Aridiaologist Much like the scholars that flock to the caravan, you too see Aridia as a chance to learn something. Though it isn’t simply to learn something new, it is more to see if what you learned is true. Since the appearance of the first few explorers more than ten years ago, you’ve been running around questioning as many of them as you could. You wrote down all the unique terms and connected many puzzles and asked many meaningful questions trying to learn about Aridia before you even go there. Now it’s time to test what you’ve learned and he how close your research came. Benefit: You gain all the Knowledge skills as class skills as well as Linguistics and Appraise. If you already have any of these skills, you get an additional +1 to each skill you already have. You gain a +1 bonus to any of these made to gain information about anything in Aridia. Prerequisite: You must start with an Intelligence score of 16 or higher to take this trait. In addition, every level, for your first 10 levels you must put at least two skill points into your knowledge skills.


Okay, I suspect that this should make those traits a little more appetizing and to be honest, I don't mind over powering knowledge, because most people I've run tend to easily over look it anyways.

Fourth: This is the pathfinder world. Its just a part that is not on the map. All the faith's are still the same as are most of the locations. The desert was found on a continent to the far east, and all the lands surrounding it are unmentioned to allow for player flexibility in the backstory.

If there are any other questions, please ask. I made this campaign myself and am open to any reasonable form of criticism.


I like the responses so far. Lets see, the major applicants are:
Mus'ad an Elven Cavalier by Mark Sweetman
Lyric Silverstream: an Aasimar Oracle of Life by Lyric Silverstream
Vivaji Varesh: a Tengu Desert Ranger. By Vivaji Varesh
Mhykir Millan an Oread Oracle of Stone

So I have two oracles. Interesting. You both have very compelling back stories and I am fond of both races and character types. I need to see what else shows up before I can decide. If either of you wish to add or change anything feel free. Simply put, if it comes down to it I may only pick one of you.


As the waiting crowd watches a figure approaches. It approaches not from the town, not from the road but from the deep desert.

The figure walks steadily, unhurried. Its tan djellaba flowing in the constant wind.

Eventually the figure approaches. You see a tall rail thin man; skin the deep bronze of the desert dweller.

He stops before the caravan master.

"My name is Ord. I heard you were heading into the deep desert to find lost Aridia. This is a mistake, but you are heading into places deeper than I have ever been so I'll sign on the line and try to get at least some out you back alive.

What can I do? Weren't you listening? All right then. I can keep your camels calm when the jackals run amongst them. I can stop the desert lions from following the expedition for weeks and picking us off one by one by one. I can keep your animials healthy and butcher them when we are starving and need the meat. I can find my way through a sandstorm and guide you out the other side. I can find water in rock and food in the open sky. I can tell you were the gnoll tribes are now and how to avoid them. I can tell you if that shimmer on the horizon is a sandstorm, a raiding party, or the first oasis you've seen in three weeks.

I know the deep desert and it knows me, we understand each other. I was born there, I live there and I will likely die there, but not on this trip. If you help, if you listen to me and most importantly if you listen to the desert you can survive quite well out there.

Human desert druid, scholar trait. Stat block to follow.

personality. Taciturn. Annoyed by having to speak. Fascinated by the desert and secretly very excited by the opportunity to see if the legends are real.

Appearance. Dry. Lean. Skin like old leather. Black hair kept short or tied back. No beard but not clean shaven. Smokes when he can.


Thinking...

Rolls:

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15

So: 18, 17, 15, 14, 14, 13.

Btw, I like your selection process. Quite challenging!

Grand Lodge

I'm jealous of your rolls Dreaming Warforge ;)

Would you like me to re-write my interaction with the caravan master then? or are you happy as is.


Dreaming Warforged wrote:

Thinking...

** spoiler omitted **

So: 18, 17, 15, 14, 14, 13.

Btw, I like your selection process. Quite challenging!

Good gosh...look at those stats...and I thought my two 17's were good.

Wealth roll: 5d6 ⇒ (6, 1, 1, 2, 5) = 15

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

New Wealth roll 4d6 ⇒ (1, 6, 3, 6) = 16


Pathfinder Adventure Subscriber

I'll bite. I like desert adventures...

2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9

Wow!!! I'm looking at a Wizard I believe. I'll see if I can come up with something for that.

14, 14, 13, 12, 9, 9

2d6 ⇒ (3, 1) = 4 x10 (40 gp) Ah yes!! A Tiefling Wizard

Sovereign Court

Caffeine_addict wrote:
I'm jealous of your rolls Dreaming Warforge ;)

Ditto hehe


Does anyone know how to put custom traits into Herolab or am I going to have to build my character and then edit it when I post it here?


Pathfinder Adventure Subscriber
mathpro18 wrote:
Does anyone know how to put custom traits into Herolab or am I going to have to build my character and then edit it when I post it here?

You can go into the Editor and add it.

Usually I just put the description of it in the personal tab, and make permanent adjustments. Easy way to do this without going into the editor.


In light of Shanosuke's update re: interview - I've updated my app as per what is hidden in the spoiler below:

Saving Thread from Wall of Text:
A lithe figure steps into the tent, dressed in loose black cloth and wearing a tagelmust around his head. Cold blue-grey eyes peer out from between the eye-slit left uncovered. At his side he carries a spear. He strides up to the caravan master who is engrossed in his ledger. Not waiting to be welcomed he speaks plainly "I hear you're in the market for caravan guards?"

He unwraps the headscarf to reveal his full face. His features are plain enough, except for the wicked scar that tracks down the length of his jaw on his right cheek. His black hair is unkempt and hangs over his ears "I've just became available, and you'd be a fool not to take me on. I am Mus'ad" before pausing to gauge the man's response. The caravan master stops his writing and looks up, though is not impressed at first glance.

Mus'ad continues "I grew up amongst the dunes and have spent two years in escort of caravans much like your own. I speak four tongues and my eyes are as good in twilight as they are when the sun is at it's zenith. I bring my own arms and steed. Surely you cannot find a better offer than that."

"Pah, you are naught more than a boy - run back home to your nursemaid." the caravan master responds derisively.

Setting his jaw anger spreads across Mus'ad's face, though it does not tell in his tone - which remains even. His hands go to his head, pushing back his hair to reveal his elvish ears "I have been walking this desert since you were in swaddling cloth. Since your ears are fouled and not hearing reason, I propose that I convince your eyes. I will race on Al Gasreed against one of your choosing. Ten times around the camp when the sun is resplendent." before settling into an impassive stare.

Pondering the proposal, the caravan master responded "I will consider your offer of employ, though I'm not sure what use you would be with your camel dead from exertion. Are you within camp to hear my response?"

Musad smirks and there is a slight gleam to his eyes "Worry not for my steed but for your own. I will remain close so that you can make the right choice and hire me"

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Spoiler:

Ceylon Harolkova
N Male Middle Aged Elf Wizard 1 (diviner)
Init +5; Senses Perception +8, low-light
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +4
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee mwk spiked gauntlet +4 (1d4)
Ranged light crossbow +3 (1d8)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 11, Dex 16, Con 10, Int 18, Wis 15, Cha 11
BAB +0; CMB +0; CMD 13
Feats (1) weapon finesse
Skills (7 skills) Appraise +8, Craft Woodworking +8, Know Arcana +8, Know Planes +8, Knowledge history +8, Perception +8, Spellcraft +8,
Language Common, Elven, Draconic, Goblin, Orc, Sylvan
Special Abilities: +2 to overcome SR, +2 to Spellcraft to identify magic items, forewarned (+1/2 level to init), diviner's fortune (+1/2 level to insight bonus for 1 round; 7/day), opposition (evocation and necromancy), bonded object: spiked gauntlet
Spells (3/2+1 per day) (DC 14+level)
0th: acid splash, detect magic, read magic
1st: color spray, mage armor, true strike
Traits adventurer, forlorn
Possessions (70 gp) light crossbow and 30 bolts (38 gp); masterwork spiked gauntlet, spell pouch (5 gp), spellbook (15 gp), waterskin (1 gp), 11 gp
------------------------------------------------------------------------

Str 11 (-1 age)
Dex 16 (+2 racial -1 age)
Con 10 (-2 racial -1 age)
Int 18 (+2 racial +1 age)
Wis 15 (+1 age)
Cha 11 (+1 age)

An older elf, severe in expression and form, walks into the caravanserai. "I understand you're mounting an expedition. I want in." He waited, seemingly confused by the caravan master's confusion.

"I am Ceylon Harolkova. Harolkova. You DO speak common, do you not?!? Very well. I am a... wizard. A diviner of secrets and knowledge. You ought to know of me."

When the caravan master expressed his lack of knowledge of the famous elf, the older elf scowled ever more deeply. "I am Harolkova, formerly known as the Warlord Harolkova, scourge of the Belkzen Hold. I slaughtered orcs before your grandfather was a twinkle in his father's eye. I was known and feared far and wide for my brilliance in battle, my extraordinary victories. But alas, fame and victory inspire fear in the faint of heart and weak of mind. The fools tried me in court, of all things! Me, in a court of my self-proclaimed peers. Those pitiable idiots in Kyonin laid a curse upon me. If I pick up a blade again, my life will become...unpleasant. I am forced to study magic. Magic. And not even the war magics that I deserve; I am forced to study knowledge. The fools." He shakes his right fist, making a rattling sound as his spiked gauntlet shook. "This? The only melee weapon I am permitted. Forged from the steel of my magic sword, Blooddrinker. Fools. As if they could stop my ambitions with such a curse?" His hand slides almost uncontrollably toward a dagger laying on the table. Just shy of touching it, his body is suddenly covered with glowing elven runes, eldritch tattoos that flare into sudden light and are gone as soon as he pulls his hand back with a hiss of pain. "Even so. The fools even forbade me my race's traditional weapons. No bows for me. Only mere...crossbows. Fools. All this over the slaughter of weak and injured orcs and orclings. The children would merely have grown into adult monsters. Fools. So, I am here to seek power, eldritch and old, so that I might reforge my name into something men will once again tremble to speak."

He stands there, staring into space, then shakes himself free of revelry.

"So? Am I hired?'

Ceylon is thin and drawn, with a receding hairline of silver hair. Liver spots have begun to blossom on his flesh and a sneer is never far from his lips. Still, he carries himself with a warrior's poise and seems ready for action, even at his age...


Pathfinder Adventure Subscriber

Here's Thaddeus

Spoiler:

THADDEUS HORNE CR 1/2
Male Tiefling Wizard 1
CN Medium Outsider (Native)
Init +5; Senses Darkvision (60 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 5 (1d6-1)
Fort -1, Ref +3, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Quarterstaff -1 (1d6-1/20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Wizard Spells Known (CL 1, -1 melee touch, 3 ranged touch):
1 (2/day) Mage Armor, Summon Monster I, Burning Hands (DC 15)
0 (at will) Disrupt Undead, Acid Splash, Detect Magic
--------------------
STATISTICS
--------------------
Str 9, Dex 16, Con 9, Int 18, Wis 12, Cha 11
Base Atk +0; CMB -1; CMD 12
Feats Scribe Scroll, Spell Focus: Conjuration, Wizard Weapon Proficiencies
Traits Genie-Caller (1/day); Scholar (+3/one skill) 10% bonus for new discoveries.
Skills Appraise +8, Bluff +2, Knowledge: Arcana +11, Knowledge: Geography +8, Knowledge: History +8, Knowledge: The Planes +8, Perception +3, Profession: Cook +5, Sense Motive +3, Spellcraft +8, Stealth +5
Languages Abyssal, Common, Draconic, Gnoll, Ignan, Infernal
SQ +2 to Initiative, Acid Dart (7/day) (Su), Conjuration, Empathic Link with Familiar (Su), Enchantment, Hot Weather Outfit, Illusion, Share Spells with Familiar, Summoner's Charm (+1r) (Su)
Combat Gear Dagger, Quarterstaff; Other Gear Backpack (3 @ 14 lbs), Cooking kit, Hot Weather Outfit, Pouch, belt (1 @ 2 lbs), Sack (1 @ 3 lbs), Sack (2 @ 6 lbs), Spell component pouch, Spellbook, wizard's (blank), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
+2 to Initiative You gain the Alertness feat while your familiar is within arm's reach.
Acid Dart (7/day) (Su) 30' Ranged touch attack deals 1d6+0 Acid damage.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Genie-Caller (1/day) 1/day, +2 CL for a Conjuration (summoning) spell.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Illusion You must spend 2 slots to cast spells from the Illusion school.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
--------------------
Thaddeus had always dreamed of being a Wizard. He would have real power then. Not like the bullies who used to threaten him constantly in the street, but real power to change the world.

The problem was he had no family, no wealth, and...well...housglass shaped pupils, and six toes on each foot. Yes thaddeus was a Tiefling. Somewhere in his mothers background, or his fathers...whomever he might be a little devil blood slipped in.

But he was smart and quick. He retained everything he read, and had a gift for languages. But these things did not pay, so he found his other gift...cooking. He could take a turnip, and a roadkill possum and come up with a meal to feed royalty. And much to his chargrin his cooking skills were more in demand than his wizardly skills.

Still he was lucky enough to get hired as a cook for the Wizard Mullminter, and in lieu of payment, he took him on as an apprentis. But just his luck Mullminter read about some place called Aridia, and just had to go seek it out. He didn't return, so Thaddeus packed his meager belongings and set out after his master...plus he was a bit curious about this mystical land.

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The Interview

"And so eight months ago my master Mullminter left to find this mystical land called Aridia, and he never returned". "So I'm here to follow in his footsteps, and try to find out what happened to him". "I helped him research this Aridia, and know as much about it as any man who hasn't been there can know". "And should we come across any magical mysteries, I am also very well versed in those as well".

"In addition I have carefully studied maps from this region, as well as all the world". "I have a working knowledge of the cosmology, and planes of the world, and can hold my on at historical trivia as well". "I believe my knowledge, and magical skills would prove invaluable to the expedition".

"And well". "Taste this". "It's a Pumpkin berry, spice cake". "It's my own recipe". "I also happen to be a master of the culinary arts...so if making trail rations more than satisfactory is of interest...I am without a doubt your man".

Grand Lodge

Here is an updated interview. If you choose me I think I might modify a couple of my skills and resubmit the finished stat block, but they'll only be minor tweaks to better suit his background.

The Interview:
Alone in the peace of the desert sits a man in deep meditation, his legs crossed, his eyes closed, his sack placed on the ground besides him. The small breeze gently whips the sand across him, and unless you knew what you were looking for you would barely see him against the backdrop. His name is Mhykir, and he is an Oread, a human whos ancestry includes an earth elemental. His face is shallow and as pale as the sand, his features carved out like worn sandstone, his short hair protruding like the rocks on a beach.

Shortly he stirs, his prophetic vision finished, standing he picks up his sack and starts his treck to a caravan due for Aridia, the face of the man he must speak to still clear in his mind...
Days pass, and finally he arrives, limping he makes his way slowely, but with the patience of one who knows his destiny is not in his hands, to the caravan.

Seeing the caravan master, he makes his way over and bows, leaning heavily on his staff, 'My name is Mhykir, and I have seen in a vision that you are readying for a journy to Aridia. I am but a humble traveller in service to the gods, and although I know not what I must do I would gladly offer you my services. I can call upon the gods favour and blessing for you and your caravan, and give aid in whatever trials you may face.' After all this he stands quietly, waiting for the Caravan owners response.

The caravan master sits behind his desk, scribbling a few notes as Mhykir speaks, then as the man in front of him finishes speaking he asks, 'Which god is it you serve specifically?'.

'I serve no one god, rather, I serve the gods that uphold patience, honour and planning, for I did not choose the gods, they chose me. If you are after specific deities who grant me their power then it could be said that Abadar, Gorum and Torag are there to guide my path.' As he talks, the faint breeze seems to cause sand to fall from him constantly.

The caravan master grunts non commitaly, religion holding little interest for him, 'As much as I don't wish to oppose the gods will, this is an expedition and every man I sign up must be able to tow his own weight, what can you do for us that makes you worth more then that man over there?' he points to a scruffy stranger going about his business.

Mhykir nods, and in his deep calming voice says, 'What you say is wise, for starters I can provide my own camel' pointing to his leg, 'I will not hold you back. I can also grant favours from the god, provide you with an unlimited supply of fresh water, give you and your people blessings and guidance in what course of action the gods smile upon. I am also not useless should fighting ever occur.' Stepping back 10 ft, he looks around to make sure he is in the clear, then he puts his hands palms together in front of him and closes his eyes. Suddenly without warning shards of rock errupt from his whole body in a circle, falling short of the desk.

Jumping to his feet, the caravan master appears somewhat shaken and hurridly says, 'yes yes, very impressive, I will find you and let you know if your services are required.'

Mhykir nods and turns, limping slowely away.


At first I was a little concerned no one would try a homebrew campaign but I actually have some options in players. This is going to be fun. I need see what kind of party I could construct.

Grand Lodge

The fact it is a homebrew campaign is part of the reason I'd love to join, because it brings something new and unexpected to the table.


caffeine_addict wrote:
The fact it is a homebrew campaign is part of the reason I'd love to join, because it brings something new and unexpected to the table.

New and unexpected...that's a good way to describe Shanosuke's games...though I haven't played in this one before. I have my character all ready to post pending DM approval on something(respond to my text darn you).

Just in case it helps sway the DM's decision(it probably won't) I'm DMing roidrage and he's a very great player who really gets into his characters(almost to the annoyance of the other players...just kidding buddy) and I'm playing with Caffeine-addict and he's also a good player and both would help enrich your game Shanosuke.


Just got finished reading the interviews thus far. I love how you guys play the caravan master, points for that for sure. In addition, you all have some very compelling interviews, especially the cooks, can never have to many cooks. So far you guys have the right idea. I really want this to be a hard choice for me. Easy choices are just no fun. I am really not a fan of more than one of each class, as it stands we have two wizards and two oracles. But that's not the winning point. The main point is the interview. I like most of my applicants so far and if I feel the need I will double up on classes.

For Mathpro:
Lost my cell phone, sorry

Sovereign Court

Thanks for the support Mathpro hehe. I should have my character up later tonight he will be a Human Paladin, with a nice twist hehe.

Grand Lodge

Heh, thanks for the good word there, but you might not be saying that when your Paladin sees me raising undead for the first time :D

Sovereign Court

I think it would make a good rp experience and you might be surprised at my pally's response ;)

Grand Lodge

That's what I'm hoping, for some challenging RP to come of it.


Hello, I am new to the Paizo message boards and PBP game playing. However, I have partaken in online RP sessions before. So please bear with me if my posting is slightly unorthodox but I'm still learning by example from other users on the message boards. All that aside here is my proposed character.

Suddenly, the door is flung open and slammed closed. A human male stands with his back pressed against the wall, breathing heavily as if he had been running for quite some time. He looks troubled, and as though he doesn’t realize how loud his entrance was; as slowly and quietly as he can, he reopens the door he has just come through just a slight crack and peers outside.

The man wipes the sweat from his forehead, lets out a sigh in relief as he closes the door and under his breath says, “Phew! I think we lost em’.

He turns to take a better look at his surroundings and notices he isn’t the only one in the room. Right about when he tries to make an excuse for his sudden intrusion, the Caravan Master says, “I assume you are here to join our caravan?

Within seconds, leaving no time for awkward silence, the man assesses his situation. He grins and looks Yalandere square in the face, “Yes. That is exactly what I am doing here. My name is Hethor, and I wish to join your caravan.”

Were you just running from someone?” the Caravan Master asks.

Coughing, Hethor hastily explains, “Was I running from someone? Ha ha. No, of course not! I only wish to keep my body fit for I feel that idleness is a sorry way to go, so I enjoy daily jogs as often as I can.

Am I to believe that you often enjoy jogging at night?

Hethor mutters something about jogging is best at night when the air is cool, but quickly tries to change the subject, “Anyways, never mind that I believe that you’ll find my …services… to be quite invaluable for I can let myself into a lot more places than others can.

So you’re a thief?

Taken aback, Hethor tries to defend himself, “I try not to think of myself as a thief, but as a person whose only curse is that he is too curious and that maybe, just maybe, he indulges himself a bit too much in whatever he finds. Some might say I’m a trouble maker, but rest assured I only tend to be in the wrong place at the wrong time.

Hmm… I don’t know…”

Please, I assure you that I will not be a bother. Surely you can find a place for some one of my abilities? I have a keen eye for danger and I have knack for opening locks and other arts requiring a sleight of hand. And believe me when I say, if you do decide to take me along, the sooner we leave the better. He he… gulp.

Backstory:
Hethor is a human male rogue, with the Burglar alternate class feature found in the APG with the Hunted trait. He stands at average height with a light athletic build. While he isn’t unattractive by any means, he definitely isn’t good looking. Goofy would probably be used to describe him in one word, yet he doesn’t take any means to stand out in a crowd. Hethor is a young man in his late 20’s and hasn’t seen much outside of the city of which he has been living in (a city of which I’m not entirely sure what it’s proper title is for I am ashamedly unfamiliar with the specifics of the Pathfinder world though I do have all the core rulebooks but none that thoroughly explain the campaign world) Though I have played in a couple short Pathfinder based campaigns and if I had to choose I’d have to say Hethor hails from the city of Ptolus but I’m not sure where that is in relation to your campaign and I regrettably don’t remember too much about the city itself.

As for a back story, Hethor grew up as a lonely child on the streets. He is by no means an orphan, it’s just that he was born in the slums and when his family suddenly grew too large to be able to support him, his parents kicked him out and left him to fend for himself at the ripe age of 12. With no one to teach him any better he got himself in to a lot of trouble by taking everything he needed for himself and not caring who he got it from. Eventually he took up with a local gang of thugs who reveled in acts most would consider villainy. Hethor however was definitely not the brawn of the group was used to break into richer families homes and protected warehouses for a quick profit since he was always of a lighter build and the art of stealth seemed to come to him naturally. As soon as Hethor felt he was self trained sufficiently in burglary, he left his gang and went freelance. The gang he was with did not like this one bit and still hate him to this day, and even more so when he robs a place before they can get to it. His old gang is not his only enemy, for he has angered other criminals and rival organized crime syndicates, so much so that now he is running for his life. How Hethor has made it this far without dying is a wonder to all who know him well, for he doesn’t think his plans through very well.

Sorry about this being so long haha. I suppose it’s time to roll up some stats.

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13

So that would be 13,16,13,14,12,11.

And for gold.

4d6 ⇒ (1, 1, 6, 4) = 12 120 gold I assume.


caffeine_addict wrote:
That's what I'm hoping, for some challenging RP to come of it.

Thats the main reason I posted the application with a roleplay requirement. I gain entertainment by the characters in the story. I'm getting some good ones too. I suspect my campaign will be filled with RP posts quickly.

A few rules on gameplay progression.
I will only be posting progression as the group majority posts(Preferably when everyone in the party posts). Likely I will post once, twice, or three times a day depending on how often each member of the chosen party post. I don't want anyone left behind. Trust me its no fun.

So I hope everyone will at least be able to post once a day. If a lot of RP is going on, try and not to post too much, some of the others who can't post often will have to read all that. It gets tiring really.

All in all I want everyone I pick to enjoy this. Thanks for your applications. Keep it up, there are still some things I'm looking for. I'm enjoying this quite thoroughly.


Here it goes! (spoilered for lenght)

Faznir Farin

Description:

A warm-faced man with a wide trimmed beard, Faznir always has a hearthy laugh ready and an even faster smile. Dressed in colored silks and turbans, this wide-bellied man nevertheless walks with unexpected grace and measure.

The Interview:

"Ha-ha-ha-ha! Dat was a good one, my friend, that about the priestess and the camel... Have another sip, try out this exquisite summerwine..." The bearded man called Faznir filled the guardsman's cup to brim for the third time.

"I actually heard that one from the priestess herself in... Wait, what were we talkin' about before?" Holding the cup in one hand, the guardsman reaches under his cap to scratch his head, as if the simple gesture could push the dizziness from his head.

"You were saying about the beautiful priestess bathing in the fountain, ahem" The bearded man says, a accomplice's smile apparently serving as punctuation.

"No, no, before that" Seeing the scratch couldn't do it, the guardsman tried blinking several times.

"You were just talking about that crazy travel your boss wants to run."

"I told him, going straight to the desert into a no-man's land where many caravans dissapeared... Well, that's-"

"Let's just say foolish and be done with it. A drink for all the fools with heavy purses in the world! Without them we would be rather poor!" The entire tavern drunk with him. As if an drunken old man, a one-armed man and two bitter old women would need a special reason to drink in the middle of the day. "Another one for the brave foolishness of the adventurous! May they return with incredible tales and lots of gold!" Most people drank before actually hearing the end of it, enjoying that thinly-veiled excuse, including the guardsman, who wasn't even paying for his drink anyways ('why not?', a small part of him asked). The bearded man readily filled his cup for the fifth time. "And for the brave men who risk their lives so the fools can fool around in pursuit of their foolishness!".

"Yeah!" The guardsman was now on his sixth cup and well and truly drunk.

"So you were saying about this travel..." And there goes up the seventh cup.

"To the.. To the... Arse of the world, inside thath damned desert, chasing tales of gold and jewels" Now that was a first. A burp as punctuation. Faznir smiled; at least it was a comma, not a dot. "If you be asking me, it's all just that... Wild tales from crazed people who cooked their brains in the sun. I don't think that it exists at all..."

"What doesn't exist?" Although his smile never faltered, Faznir was at this point wondering if he had given the man too much to drink and the guardsman's wits had gone along with his bladder control.

"Aridia. Bloody stu-"

"You're going to Aridia?" If the guardsman looked into Faznir's face he would find badly-hidden surprise, mixed equal parts with amazement. He didn't though.

"Yeah. And I said to him 'Boss, no one's gonna be stupid enough to come with us to a land of no return', but does he hear me? No I don't think so..."

"Hah, it's finally here, my sweetpear cider! Lemme pour one cup for you, my friend, I swear you can taste the shadow of the tree and the wind on its leaves!"

"I really shouldn't."

"Come on, my friend, if it is as you say so, on a couple of days you'll be riding to a 'no man's land of no return', was it? Taste life while you still can!" In came the cider, out came his wits.

"What-what was I talking about again?"

"You were just saying how I would be the perfect man for the job, escorting your men across the desert and keeping them all safe!"

"I-I was?"

"Surely you were, dear friend"

"OK then lemme take you to boss so you two can talk it over"

"But before that, a last toast!"

---

So, my good man, as your own trusted guard says, I'm the perfect man for the job, and also not a bad company at all, it's been said...

Trusted and throughly drunk, it seems. I would take his word, but I still don't know who the hell you are. It has been a long night for the caravan master, dealing with the people who would actually be crazy enough to WANT to join this ride. Already he had two fanatics, one sand-knight, two wizards (one who's also a cook), one scoundrel, even a talking bird! Let alone the crazy ermit with the talking camel, the old guy with the bucket and not one, but two damned gnomes! And now he was facing a bearded man with quite a beergut wearing colorful clothes. What else could be next?

"But my good man, I already introduced myself, the great Faznir, unrivaled in all the seven deserts!"

"Unrivaled in what?"

"Hmmn..."

"Let's put it this way, what do you bring to the table?"

"I bring drinks, humor and stories who'll warm your men's spirits in the long cold nights!"

"U-hu. Is that all?"

"You drive a hard bargain, my friend. A hard bargain indeed. A mark of a truly working man. You're afraid I'll only eat your food and slow you down, is that it?"

"Actually, yes. As I said before, you'll need to pull your own weight." Saying that, the caravan master took one good look to the ample beer belly not quite hidden by the colorful silks.

"My weight maybe high, but my powers are higher! I can heal your sick, protect against the elements and ward you from the dangers of the desert. I'm also a passable singer and dancer. Excellent swordsman and yet a better lover, although you'll have to rely on my word on that because most of the ladies were already married."

"Take off that turban."

A strange flicker of doubt could be noticed in Faznir's eyes."What for, my good man? Would you ask a lady or a wizard to remove their dresses?"

"You see, I've been doing this for quite some time. I've seen pink-haired gnomes, red-eyed half-orcs and everything in between. Your skin is tanned, but not quite that. Your eyes could pass for hazel, though not it this firelight. And there is the turban."

"A hard bargain indeed." The fat man looks back, and then proceeds to peel off the layers of his turban. His beard, although black, gives way to red as his hair begins to show, but his spotted horns draw all of the attention.

"Now that's a first. What is it?"

Already starting to redo his turban, Faznir responds: "The blood of the efreeti, good man. I'm blood to the desert fires, and they blessed me with their knowledge of both sand and fire." Although boisterous, Faznir looks down while donning the turban, expecting the interview to end soon now that his employer knows his secret.

"OK that'll do. So, spells and knowledge of the desert?" The caravan master noted down on a long and probably insane list of names and abilities.

"That's not at all what I can do, my good man. I am bringer of laughter, wine and dancing, fire and food for the soul as well as for the body."

"Yeah yeah, we'll let you know."

The Backstory:

"Come with me if you want to live" That was the offer made to Fazira. A poor girl lost in the desert, what could she do? But she remembered all the stories about the red-skinned demons of sand and fire, and knew that treachery was in their hearts. She refused three times, before asking what he wanted on the fourth. "Today I lead where you want to, in one year you'll do the same for me", he said.

"I am poor and not skilled in the ways of the world, demon. If I had known roads and ways I would not be lost in the desert" she replied.

"I'll only ask you to take me somewhere in the reach of two steps." The red, horned fire demon offered.

It was either death or this.

---

A year had passed and he had come to exact his toll. He told in her ear where he wanted her to take him to. She cried and sighed, but the stories were very explicit with what happens when people break contracts with the efreeti. She had been expecting some kind of trick, but she never expected for him to ask her to lead him between her legs.

---

Red-faced and already big he was born, this Faznir son of a ropemaker's daughter and a demon desert. No one could deny it, be it for the tiny horns on his forehead or the warmth of his body. For all his fire, he had to take his mother's, and she died giving birth to him, something his grandfather would never forget. He raised the kid almost as a slave, in the darkness of his house, only giving him bread, water and contempt.

In his heart there was a burning desire to see the world and taste it. To feel the sun on his skin, the gentle sounds of wind and sand. Grown almost alone, he got used to talking to himself. Sometimes he would answer to himself, and in his ignorance he couldn't know that the voice wasn't his.

Then one day the kid escaped to see the world, and was beaten an inch to death to cries of "demon". Then a week later when he could walk, he escaped again. Beaten with a stick by the old man. He would learn from his mistakes, and on the third escape he wore a big coat and a turban to conceal his horns, and left his prisonhouse a flaming ruin. Then he ran in the direction of the wide world and never looked back.

As for the stat block I wanted to get feedback from the board before jumping on that (I already have tentative sheets on the options below). I left the background open enough to allow for many classes (my favored ones for this character are witch, sorcerer or bard) so there's little overlap as possible (and I can bring different abilities to the game). His race is ifrit, regardless of class (from the Bestiary 2). His reason for wanting to join the caravan is that he believes his father lies somewhere out there in the desert, probably inside the fabled land of Aridia, and he's out for some revenge and to understand more about himself.

Lastly I'll throw in a silly reference photo ( http://farm1.static.flickr.com/111/306659746_ade26b641a_o.jpg ) and my rolls:

Ability Rolls:
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 4) + 6 = 16


I would like to redo my introduction if you are okay with that? I have fleshed out my character concept. I also have an idea for another possible character since you are dealing with the oracle two for one issue. Let me know if you would like me to repost my intro or try to bring forward the other option or both.


Lyric Silverstream wrote:
I would like to redo my introduction if you are okay with that? I have fleshed out my character concept. I also have an idea for another possible character since you are dealing with the oracle two for one issue. Let me know if you would like me to repost my intro or try to bring forward the other option or both.

I am curious to know what your redo is. I have enough applicant's to where I'm not likely to double up, so you'd be competing against our other Oracle if I decide an Oracle is what the caravan needs. What would your other option be? Some recommendations I have are: Barbarian, Monk, Magus, or(As much as I hate to say this) a Cleric. Those are some classes that haven't been chosen yet that I would give a good look at.


I switched my campaign trait to the hunted one as I think it fits the character history and concept better. I also made some modifications to the caravan application now that I know I get that I understand that I can roleplay the caravan leader and thus have some interaction. I also added some information to the character background to further flesh out what I am thinking.

If nothing else this has been a fun exercise. If you are inclined to include both the oracle characters based on their concepts I don't mind switching my class over to Cleric. I think my character concept works better as an oracle, but could easily fit into a cleric as well. I am mostly committed to playing an aasimar divine caster.

Thanks for this exercise. It has been fun and interesting. I have enjoyed reading everyone else's concepts.

Caravan Application:

Lyric shuffled his feet awkwardly and ran his right hand back through his shaggy blond shoulder length hair while waiting for the surly caravan leader to look up and acknowledge his presence. He hadn't been standing there all that long, but had the feeling that the caravan master was testing him. It was either a test or an utter disregard for the young man due to his slight thin build or youthful appearance. After all what would someone like him be able to contribute.

He focused on his breathing and centered himself as his mother had taught him before they prayed together. He knew he had to get a job with this caravan. He had to get out of this city before they found him. Just the thought of being caught and facing the same fate as his parents or something far worse was enough motivation to help him find his voice.

"Sir I am here to sign on to the cara..."

Without looking up from the ledger he was writing in, the caravan leader grunted and raised his right hand. Lyric understood this gesture as an effort to silence him. He quieted his mind and himself. While waiting his memories of the last four months washed back over him.

Memories: He heard his mother and father get up and move around their small house in the middle of the night. It was an unbearably hot night. Then he heard the loud banging begin again. That must have been the sound that initially woke him from his sleep. He stood, stretched, and adjusted his sleeping gown before opening the door to his room.

He immediately smelled smoke and ran toward his parents room. There he saw 4 ogres and a humanoid male in leather armor whose face was obscured by a long black hooded cloak standing over his parents. His mother and father were on the ground. He saw that his father's spell components and his mothers holy symbol were on the table by their door that they left their belongings on during the night. Just as he realized his parents were helpless and started to run toward them two of the Ogre's stabbed both his mother and father through their chests.

They then noticed Lyric approaching and one of the Ogre's turned to move toward him. At their approach his fear and despair over took him and he fell to the ground and burst into tear yelling "Someone please help us!" Suddenly a strange calmness began to spread from his chest throughout his entire body. He opened his eyes to see the ogre who had been approaching him standing over him with a battle axe looking confused.

The human in the cloak barks, "Come along. The child is obviously either protected by magic or magic himself. He won't know where his lying father hid the money he owed our employer anyway. Never fear once we search this place and take what is ours as repayment and interest we will burn this house down and leave the child to die in the fire." One of the Ogres stood facing him as the other three step over his parents body to begin looting their room.

It was at that instant that Lyric noticed that his entire body was radiating a golden aura. He could only assume this was a last gift from his mother or father before they were killed. Tears began to run down his face again and he remembered that his father kept his travel bag with their family gold in it by the front door. Thankfully the intruders had entered the back door. Immediately, Lyric sprung to his feet and ran toward the front door grabbing his father's pack and his mother's mace just before throwing the front door open. He heard them yelling about him getting away with their gold as he ran into the dark country night. He knew that if he stopped running he would be caught and killed. He had to survive to help protect other's from the fate that his parents met.End Memories

After snapping out of the spell that his memories had been able to cast on him anytime he let his mind wander over the past four months, Lyric realized that the caravan leader was looking at him with confusion. "What could a kid like you possibly do to help us? You are more likely to cause more work on the count of someone having to look after you and keep you out of trouble."

Lyric took an audible deep breath and said with all the confidence he could muster, "I am here to sign on sir. I will work for cheap and promise you I can take care of myself. After all I have been doing it for a really long time." He stood up straight and tried to look brave.

Keeping the skeptical look on his face the older man says, "And what skills do you have that might help us? What can you do in a fight, kid?"

This was a question he had prepared for by thinking long and hard about how to explain his healing abilities that seem to come from nowhere. Abilities he hadn't had until that night when he had somehow protected himself from attack with the golden aura he had finally figured out how to conjure on purpose, not just when he is in danger. He didn't pray for his gifts like his mother had. He had convinced himself that they were gifts from his mother's ghost who seemed to relentlessly haunt him. Gifts he knew she would want him to use to help others and to prevent death.

He said a little quieter this time, "I can cook sir. I am actually quite handy at making a little food go a long way. In terms of a fight. I am an alright hand with my mace here and my mother, a Priestess of Saranrae, trained me in the healing arts. I know how to protect people from harm and patch them up if harm comes to them. You won't regret bringing me along, especially the first time someone is hurt or falls ill. That is when I can show you my true worth." Lyric wanted to conclude by saying please, but decided that it probably wouldn't help his case. If he didn't get this job he had no idea what to do next.

The caravan leader looked him up and down. He thought, "This kid looked uncomfortable in the armor he wore and it was just a little oversized for him. Between the armor and the weapons he awkwardly wore, he almost looked like a kid playing dress up. The oversized blue hooded cloak loosely tied around his shoulders didn't help." There was something in the kids eyes though. Something that made it clear he had believed what he said about being useful in a fight to heal and protect others. This kid has something to prove and companions with something to prove are always more useful than those there simply to make coin and he said he would work for cheap. The caravan leader grumbled something his breath and Lyric tried to stay quiet.

Character Background:

The only child of two gifted parents (one who choose to serve Saranrae as a priestess and one who was a celestial blooded sorcerer), Lyric had been considered a blessing when at his birth he bore the marking of an Aasimar. His parents had raised him in the country and had perhaps spoiled him and protected him a little too much because unknown to him and his mother danger would be brought into their lives. His father had taken to gambling and dealing with a local trader who dealt in magic items. The resulting attack on his home and death of his parents has awoken in Lyric a connection to the spirit of life. He has spent the past four months on the run slowly teaching himself how to use his mother's mace and the armor and shield he had bought with some or the gold from his dad's pack that he grabbed while escaping. During this time he started hearing odd voices from time to time and noticed weird things happening around him. While these odd experiences seemed to get worse his own abilities such as the protection that had surrounded him that terrible night seemed to grow and become easier for him. He knows those men are still looking for him and won't stop till they have him. He needs companions and a way out of town.

Character Information:

Aasimar Oracle of Life - 1

Str.12
Dex. 15
Con.15
Int.13
Wis.15
Cha. 19

Traits: Hunted

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